Jump to content
  • 0

Transparent (not invisible) sectors?


Nihlith

Question

Hi everybody,

 

I'm trying to make glass that you can lower with a switch. I can make the glass sector invisible, but I think it would be cooler if you could see both the glass and whatever is on the other side of it. 

Linedefs can handle the transparency so you can see the glass and what's behind it but they don't lower, or I don't know how to make them lower. I'm stumped. Any ideas?

 

Thanks in advance. 

Share this post


Link to post

13 answers to this question

Recommended Posts

  • 0

The map format you're targeting would be helpful here. Assuming it's Boom/CL9, there are no transparent/translucent sectors.

 

What you can do is make the sector that houses the glass linedefs lower into the floor, which should give the visual effect you're looking for.

Share this post


Link to post
  • 0
Posted (edited)

 

57 minutes ago, JadingTsunami said:

The map format you're targeting would be helpful here. Assuming it's Boom/CL9, there are no transparent/translucent sectors.

 

What you can do is make the sector that houses the glass linedefs lower into the floor, which should give the visual effect you're looking for.

Apologies, I'm making maps in ultimate doom builder UDMF format with gzdoom 4.10.

 

I'm not sure I understand how you mean to place the linedefs lower in floor.

Edited by Nihlith

Share this post


Link to post
  • 0

The floor has to be lowered even lower than the normal floor level so that the glass will effectively end up "underground". This will leave a hole on the ground, yes, so you may want to have a very small width. Also make sure the linedef has the "Lower unpegged" flag on and the middle texture doesn't have "wrap texture" on.


 

Share this post


Link to post
  • 0
1 minute ago, tornado potato said:

The floor has to be lowered even lower than the normal floor level so that the glass will effectively end up "underground". This will leave a hole on the ground, yes, so you may want to have a very small width. Also make sure the linedef has the "Lower unpegged" flag on and the middle texture doesn't have "wrap texture" on.


 

Ok, I'll try that as soon as I get the chance, thanks.

Share this post


Link to post
  • 0
57 minutes ago, Doomy__Doom said:

I'm not much of a UDMF mapper, but 33/34 (set/remove forcefield) seems to be a sane hack-less solution.

udmf_window.zip

I saw that and didn't even play with it. Does the forcefield change texture when it's turned off if you use the right ANIMDEF? So far all of my switch ANIMDEFs are binary because that's the way they look in gzdoom but an animation with several frames might do it if I knew how.

Share this post


Link to post
  • 0

You can create a 3D floor of the glass sector, set it's translucency however you want then script it to Lower Ceiling and Floor at the same time below the visible map.

Share this post


Link to post
  • 0
16 minutes ago, DeetOpianSky said:

You can create a 3D floor of the glass sector, set it's translucency however you want then script it to Lower Ceiling and Floor at the same time below the visible map.

 

I've gotta try that. Is the alpha counter connected to transparency or are 3D floors different than normal sectors about transparency? 

Share this post


Link to post
  • 0

Ok, so the 3D floor route works, paring a low opacity 3d floor with action 251 works, though even with a slow move it works a little bit too fast. I could do better if I learned ACS but because I can't read other people's ACS code when I look at their wads I'm pants shittingly wary of it. I'll try the set remove forcefield in time. If it works, it might be the solution for someone who hasn't picked up ACS yet.

Share this post


Link to post
  • 0
Posted (edited)

I would suggest line action 95 but if it's working your way or you find a better method, go with it.

 

The Speed drop down will reflect door speeds, 8 for slow, 16 for normal, 32 for fast, 64 for turbo and directly relate to map units per second.


With ACS script you can make it go as fast or slow as you'd like, over a certain number can be instantaneous.

The Speed option/argument functions the same way.

 

The ACS script would be as follows, if you try this make your trigger ACS_ExecuteAlways and select the script # (X in the example below, if this is the only script it would be script 1):

#include "zcommon.acs"

 

script X (void)
{
floorAndCeiling_LowerByValue(SectorTag,Speed,Mapunits);
    Delay(1);

}

 

 

Edited by DeetOpianSky

Share this post


Link to post
  • 0
2 hours ago, DeetOpianSky said:

I would suggest line action 95 but if it's working your way or you find a better method, go with it.

 

The Speed drop down will reflect door speeds, 8 for slow, 16 for normal, 32 for fast, 64 for turbo and directly relate to map units per second.


With ACS script you can make it go as fast or slow as you'd like, over a certain number can be instantaneous.

The Speed option/argument functions the same way.

 

The ACS script would be as follows, if you try this make your trigger ACS_ExecuteAlways and select the script # (X in the example below, if this is the only script it would be script 1):

#include "zcommon.acs"

 

script X (void)
{
floorAndCeiling_LowerByValue(SectorTag,Speed,Mapunits);
    Delay(1);

}

 

 

That's awesome. I'll try that too. I got sidetracked with a monster closet that wasn't behaving itself and lost all my time. 

Where do you go to look at ACS code? Is there a good GitHub thingy? I've found loads of cool zscript there. 

Share this post


Link to post
  • 0
Posted (edited)
1 hour ago, Nihlith said:

That's awesome. I'll try that too. I got sidetracked with a monster closet that wasn't behaving itself and lost all my time. 

Where do you go to look at ACS code? Is there a good GitHub thingy? I've found loads of cool zscript there. 

For general reference on ACS ZDoomwiki.

 

For tutorials I recommend Chubzdoomer's series on Youtube.

 

For anyone not familiar with scripting that likes to learn the 'why's and 'how's stuff; Chubz is awesome.

 

BridgeBurner also has a great series of tutorials for advanced geometry and getting the most out of UDB's G&ZDOOM/UDMF features (a lot of them are not bound to keys on install).

 

Edited by DeetOpianSky
Corrected text.

Share this post


Link to post
  • 0

Action 95 definitely has the speed I'm looking for but it appears to reference the none 3d floor even though the sector tag for each remains constant. Maybe this will shine some light one what is going on:

[yt]

 

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Answer this question...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...